Hi all,
I have a simple RTT setup. works great but when I setup OSG to turn on
the vertex attribute aliasing and allow OSG to provide gl_ inputs via
the osg_ prefix my shader breaks. No errors. Can't even get a red colour
on my test quad.
Can anyone see what I'm doing wrong? Can I still use
Hi all.
I'm working on converting my application to deferred rendering.
Due to the complexity of the fragment shaders I'm not able to precalculate
everything necessary for the fragment shader into textures.
Some time ago I found an example of calculating the depth texture in a
simple
pre
HI Jean-Yves,
On 16 March 2018 at 13:11, Jean-Yves Garneau
wrote:
> Sometimes things seem to be very simple but when you are beginner, you miss
> details. It seem not to be enough to use the setViewMatrixAsLookAt() because
> I used setCameraManipulator(new
Thank you Robert for your answer.
Sometimes things seem to be very simple but when you are beginner, you miss
details. It seem not to be enough to use the setViewMatrixAsLookAt() because I
used setCameraManipulator(new osgGA::TrackballManipulator). I must used this :
Code:
Thanks Richard, Jan,
indeed, there is a lot of research to be done for this. I have done some
consultancy in of the the CS UNI in Macedonia with teachers who tried this
in the past so there are already some insights. I would see the first
simple app on mobile device, something like an app that
Dear Robert,
I am examining the oshhud and osgQt examples for 3 days. I also know that only
depth buffer is required for osg hud example. I know. But when merge osg hud
example with osg qt example it does not work. To get rid of this, I have
cleared color buffer there. But in
Dear OSG forum,
Knowing the 3D coordinates of a point, is there an easy way in OSG to compute
its 2D projected equivalent (i.e. in pixel coordinates)?
Thanks,
Antoine.
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Hi All,
I am planning to make the 3.5.10 developer release later today, or
perhaps over the weekend. I'd appreciate testing of OSG master on the
platforms that you have available.
I have also cleared quit a bit of the reported issues and merged most
the backlog of submissions so I'm pretty
On 16 March 2018 at 10:18, Ali Ozdin wrote:
> I have set clear mask for hud camera GL_COLOR_BUFFER_BIT in addition to
> GL_DEPTH_BUFFER_BIT. The problem was solved.
This might be a "solution", but I think it's an indication that
something else is wrong with your setup.
Hi Jean-Yves,
On 8 March 2018 at 16:33, Jean-Yves Garneau
wrote:
> I'm trying to figure out how to render my scene as an isometric view.
> I have not found a complete example.
> I have some boxes in my scene, so I compute the bounding box of the root node
> an
Hi,
I can not see hud camera text. I only see main camera output which is generated
by osg Earth manipulator. This problem comes up with integration with Qt.
Before integrating with Qt, this derived hud view example works great. I am
sharing a sample of code. What is the reason that I could
I have set clear mask for hud camera GL_COLOR_BUFFER_BIT in addition to
GL_DEPTH_BUFFER_BIT. The problem was solved.
aozdin wrote:
> Hi Robert,
>
> Firstly, I am grateful for your quick reply.
>
> I intend to have a 3D view that is overlay by the Orthographic view as a HUD.
> That is right.
Hi,
I'm trying to figure out how to render my scene as an isometric view.
I have not found a complete example.
I have some boxes in my scene, so I compute the bounding box of the root node
an using "getCamera()->setViewMatrixAsLookAt(eye, center, up) but it is not
really orthogonal.
Can someone
The link that you have provided is pretty interesting and indeed profitable.
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Hi Adrian,
The OpenSceneGraph/examples/osgtext example has a code path that
includes use of UpdateOperation in the context of multi-threaded
operation.
If you run:
osgtext --mt
You will seem a continuous random placement of osgText::Text labels
into a box using a custom osg::Operation in
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