Hi,
I had a look at the shader composition example. The main shader looks like this:
Code:
#pragma import_defines ( LIGHTING, TEXTURE_2D, VERTEX_FUNC(v) )
#ifdef LIGHTING
// forward declare lighting computation, provided by lighting.vert shader
void directionalLight( int lightNum, vec3 normal,
Both CullVisitor and it's base class NodeVisitor have members named
_traversalNumber. Yielding duplicate member variables with the same name,
and inconsistent behavior depending on how you access the class.
Cull visitor's should be renamed, maybe to _cullTraversalNumber or
something that wouldn't
Folks,
I have studied about FBO, RTT and MRT to include this feature in my
application, however I faced with some problems/doubts I did not find
answers/tips during my search. Follows below the description of my scenario.
I´ll be grateful if anyone can help me.
What I want to do?
- Attach two
Hi Robert,
thanks for your reply. Nowadays this topic is outdated. I will create a new
topic in OSG forum and explain better the scenario. Thanks for the tip.
...
Thank you!
Cheers,
Rômulo
--
Read this topic online here:
Hi Robert,
Tested out on my apps and everything regarding window resizing and text size is
completely fixed now. Thanks a lot.
I spent several hours yesterday going over the code and trying to understand
the transforms and shortcuts that were being taken. I was not able to come up
with
Hi All,
More fixes (Text, osgDB::Options and C++11 support) means another rc4!
https://github.com/openscenegraph/OpenSceneGraph/tree/OpenSceneGraph-3.6.1-rc4
As before please test and let us know of success or failure.
Cheers,
Robert.
Changes since rc3:
Sat, 12 May 2018 12:41:42 +0100
Hi Dan,
I have had another look at this bug and using your text example I do
see some odd behaviour so I've rewritten TextBase::computeMatrix() so
use higher level matrix maths that is easier to understand than the
"fast" maths version that unrolled all the the matrix ops but was very
hard to
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